Me and my friend like Domination mode, but found out 3 "problems".
Problem #1: Since most Domination spellbook are meant to gain and defend orbs, less points are allocated for the mage defense. So this mean a very aggresive mage get an advantage to simply rush the ennemy mage to try to kill him, which kinda defeat the purpose of Domination.
Problem #2: Needing a set amount of V'Tar to win means as soon as someone get a 1 V'Tar advantage over his opponent (which often happens to be whoever gain control first of an orb and drop Gallaxus), all he needs to do is to turtle up an even number of orbs than his opponent and wait for the win.
Problem #3: We bought Mage Wars playmat and Domination doesn't use them. So they are kinda wasted money for that purpose.
So we tried to come up with different ideas to fix these problems and I came up with this idea:
Dominate The Old Arena
Using the old 3x4 arena:
S1TO
2OO2
OT1S
S: Starting zones.
O: Orb zones. Usslak in corners and Sslak in middles.
T: Tunnel zones.
1 and 2: The player who lost initiative place the Spike Traps tokens in either zones 1 or 2.
The goal is not to score a certain amount of V’Tar, but to gain a certain amount of V’Tar over your opponent. Every round, for every extra V’Tar that you gain over your opponent, place a V’Tar token on your mage reference card. If you have 4 or more V’Tar token on your mage reference card, you win the game. The amount of V'Tar advantage needed to win can be adjusted depending of how long you want the game to last.
You can spend V’Tar during the deployment phase to summon a Sslak or an Usslak on a V’Tar Orb that you control. A Sslak cost 7 V’Tar and an Usslak cost 11 V’Tar. This is to give V'Tar a purpose and to help to secure your position when you push for the opponent orbs.
Now, how it solves the 3 problems?
Solution #1: By requiring a V'Tar advantage instead of a fixed amount, an opponent can't simply ignore them to rush you because the chance that they kill you within 4 turns once you control 1 orb are pretty slim. So they have to care about orbs too in the early game.
Solution #2: By requiring a V'Tar advantage instead of a fixed amount, this means you need to keep your advantage for several rounds instead to simply needing that single extra V'Tar to win.
Solution #3: It use the old arena, so we can use the MW playmats.
We didn't test it out yet, but once we do, I will give out the results. Just wanted to share in case someone wanted to try it and give me feedback about it.